/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueNotify_Actor.h
An instantiated Actor that acts as a handler of a GameplayCue. Since they are instantiated, they can maintain state and tick/update every frame if necessary.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, Meta=(ShowWorldContextPin), HideCategories=(Replication)) class AGameplayCueNotify_Actor : public [AActor](API\Runtime\Engine\GameFramework\AActor)
float
AutoDestroyDelay
If bAutoDestroyOnRemove is true, the actor will stay alive for this many seconds before being auto destroyed.
bool
bAllowMultipleOnActiveEvents
Does this cue trigger its OnActive event if it's already been triggered? This can occur when the associated tag is triggered by multiple sources and there is no unique instancing.
bool
bAllowMultipleWhileActiveEvents
Does this cue trigger its WhileActive event if it's already been triggered? This can occur when the associated tag is triggered by multiple sources and there is no unique instancing.
bool
bAutoAttachToOwner
If true, attach this GameplayCue Actor to the target actor while it is active.
bool
bAutoDestroyOnRemove
We will auto destroy (recycle) this GameplayCueActor when the OnRemove event fires (after OnRemove is called).
bool
bHasHandledOnActiveEvent
bool
bHasHandledOnRemoveEvent
bool
bHasHandledWhileActiveEvent
bool
bInRecycleQueue
Set when the GC actor is in the recycle queue (E.g., not active in world. This is to prevent rentrancy in the recyle code since multiple paths can lead the GC actor there)
bool
bUniqueInstancePerInstigator
Does this cue get a new instance for each instigator? For example if two instigators apply a GC to the same source, do we create two of these GameplayCue Notify actors or just one? If the notify is simply playing FX or sounds on the source, it should not need unique instances.
bool
bUniqueInstancePerSourceObject
Does this cue get a new instance for each source object? For example if two source objects apply a GC to the same source, do we create two of these GameplayCue Notify actors or just one? If the notify is simply playing FX or sounds on the source, it should not need unique instances.
TWeakObjectPtr<...
CueInstigator
Keep track of the Instigator so we can decide if this GameplayCueNotify is one we're searching for.
TWeakObjectPtr<...
CueSourceObject
Keep track of the SourceObject so we can decide if this GameplayCueNotify is one we're searching for.
FTimerHandle
FinishTimerHandle
FName
GameplayCueName
Mirrors GameplayCueTag in order to be asset registry searchable
FGameplayTag
GameplayCueTag
Tag this notify is activated by
bool
IsOverride
Does this Cue override other cues, or is it called in addition to them? E.g., If this is Damage.Physical.Slash, we wont call Damage.Physical afer we run this cue.
int32
NumPreallocatedInstances
How many instances of the gameplay cue to preallocate
bool
WarnIfLatentActionIsStillRunning
Warn if we have a latent action (delay, etc) running when we cleanup this gameplay cue (we will kill the latent action either way)
bool
WarnIfTimelineIsStillRunning
Warn if we have a timeline running when we cleanup this gameplay cue (we will kill the timeline either way)